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Class Features
As a ranger, you gain the following class features.
Hunters Club:
At 9th level you bond with your party members as they became the very bow and arrow of the hunt by
fighting alongside you. They gain avantage on their first attack rolls against enemy creatures that have
not acted yet. You can use this feat twice a day. It resets after every dawn.
Hunter’s Cloak:
At 14th level you are in tune with your surroundings and gain a cloak that makes you one with the
terrain you are on. You may choose to have it on you at all times or dispell it. Upon successful
inspection(DC stealth check?) you may be noticed otherwise your form becomes transparent(think like
the predetor but like more shadowy or misty kind of thing). While in effect spot checks against you
have disadvantage exept by magical means wheather you are moving or not. Cloak’s not
effective(noticable?) within 10 ft.?
ORION CONCLAVE
Hunters from the Orion Conclave specialise in long range attacks and trap hunting. They can sit in one
place for hours waiting for their pray to come to them while trapping their surrounding to avoid being
hunted by other predetors as they stay immobile and as a precaution in case their prey manages to come
near them. Making, setting, spotting and removing traps are a second nature to them.
Hawkeye:
Starting from 3rd level you become the master of your bow. Your range is doubled on your weapon and
spells(or your spells have your weapon’s range? Too op?). Given proper nesting you can snipe your
targets from incredible distances. Your enemies have -5(maybe go up to -10 at 10th level?) to their
passive perception and wisdom(perception) checks while you are at least 60 ft away from them.
TrapStar:
Starting from 3rd level you have expertise in ability checks involving making, laying, removing and
spotting traps. Magical traps cannot be removed, made or laid by you however your expertise would
still work on your spot checks on them. Once per day as an action you can throw a trap at an enemy
range 30ft to activate it. The target must make a Dexterity Save (DC spell dc I guess?) or take the
effects of the trap.
Hephastus Armaments:
At 6th level melee attacks from the hunters of Orion are considered magical attacks as their bows,
arrows and swords shine with the crimson flames of the forges of Hephastus. Critical hits also inflict
additional 1d6 force damage.
Gaea’s Wrath:
At 11th level hunters of Orion modify their arrows to inject poison at their target upon success. They
can craft up to 3 arrows per long rest but cannot make more until the supply is all used. The damage for
the poison is 6d6 half if the target successesfuly passes a constitution save (DC spell dc I guess?).
The Great Hunt:
At 15th level once per day hunters of Orion are protected by the goddess Artemis herself. She comes to
their side to join the hunt. All attacks for the duration of one minute have advantage and they are
counted as critical hits if the attack roll is 18 or higher. At the end of the hunt You gain 3 points of
exhoustion.